Rain Shader Unreal HLSL -WIP

This shader code samples a texture and applies a time-based masking effect to the sampled color. The mask is created using a combination of fractional and sine functions, influenced by the texture’s alpha and red channels. Output color is than masked with mat-collections rain attribute and applied to normal of the shader. Functionality:

RayMarching Unreal HLSL

This HLSL script performs ray marching to render a scene with a sphere and a torus. It calculates the distance to these objects using Signed Distance Functions (SDF), determines surface normals, and applies lighting effects to achieve diffuse and specular highlights. The script involves normalizing the light direction, iterating through ray steps, and calculating colorContinue reading “RayMarching Unreal HLSL”

Procedural Volumetric Shader HLSL

This shader is developed to create procedural volumetric effects using HLSL. It simulates the effect of wind on a texture by blending two different wind directions and speeds. The shader dynamically alters the texture’s appearance based on time, local position, and various parameters to achieve a realistic wind-blown effect. REF: local volumetric fog by BenContinue reading “Procedural Volumetric Shader HLSL”